📄 luaobject.cpp
字号:
#include <lua/LuaObject.h>
#include <lua/LuaState.h>
#include <lua/LuaStackRestore.h>
#include "lua-5.0.2/include/lua.h"
#include <config.h>
using namespace lang;
namespace lua
{
LuaObject::LuaObject( LuaState* luastate ) :
LuaTable( luastate )
{
if ( luastate != 0 )
{
LuaStackRestore lsr( luastate );
luastate->pushTable( this );
luastate->pushLightUserData( this );
luastate->rawSetI( -2, 0 );
luastate->pushString( "_G" );
luastate->push( LuaState::ENV_GLOBALS );
luastate->setTable( -3 );
}
}
LuaObject::~LuaObject()
{
}
void LuaObject::registerClosure( const char* name,
const LuaFunctor* lf, LuaState::CFunction dispatcher )
{
assert( lf->obj == this ); // each object must register it's own methods to Lua
LuaState* luastate = luaState();
LuaStackRestore lsr( luastate );
luastate->pushTable( this );
luastate->pushString( name );
// store data as light user data values
void* const* data = reinterpret_cast<void* const*>(lf);
const int datasize = int(sizeof(LuaFunctor)/sizeof(void*));
for ( int i = 0 ; i < datasize ; ++i )
luastate->pushLightUserData( data[i] );
luastate->pushCClosure( dispatcher, datasize );
luastate->setTable( -3 );
}
void LuaObject::call( const char* name )
{
LuaState* luastate = luaState();
LuaStackRestore lsr( luastate );
pushMember( name );
luastate->call( 0, 0 );
}
} // lua
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -